Search found 169 matches

by Artman40
Tue Jun 03, 2014 11:56 pm
Forum: Ideas and Suggestions
Topic: Roads (stone, asphalt)/moving+driving quicker
Replies: 26
Views: 11320

Re: Stone road - Make your character move quicker

You'd need some asphalt. From oil.
by Artman40
Tue Jun 03, 2014 11:53 pm
Forum: Show your Creations
Topic: Simple module factory
Replies: 6
Views: 11132

Re: Simple module factory

This could be useful in speedruns.
by Artman40
Tue Jun 03, 2014 11:45 pm
Forum: Show your Creations
Topic: Lots of biters game that i finished.
Replies: 5
Views: 6157

Re: Lots of biters game that i finished.

Only 18 hours? I wonder how fast it's possible to complete this game.
by Artman40
Tue Jun 03, 2014 12:39 pm
Forum: Show your Creations
Topic: Almost everything on one line
Replies: 14
Views: 12889

Re: Almost everything on one line

Great work! Is it possible to have more different products on one conveyor belt to save space?
by Artman40
Sat May 31, 2014 10:45 am
Forum: News
Topic: Friday Facts #36
Replies: 39
Views: 30558

Re: Friday Facts #36

saykhia wrote:Concept #4 reminds me of the orbital command from SC2 :D
Incoming auxiliary buildings?
by Artman40
Sat May 31, 2014 4:00 am
Forum: Ideas and Suggestions
Topic: Burner Assembling Machine
Replies: 7
Views: 2833

Re: Burner Assembling Machine

This is a bit tough. As with burner miners and burner inserters, there's nothing to do with them once you get to the higher tech as they're not used in any of advanced recipes.
by Artman40
Fri May 30, 2014 8:48 pm
Forum: Implemented Suggestions
Topic: Add a Planning Tool / construction planning
Replies: 22
Views: 13676

Re: Construction planning

But what about a hybrid? You place a ghost building down when you're not in range which will become placed when you come within range with the coorect building in your inventory?
by Artman40
Fri May 30, 2014 6:53 pm
Forum: Ideas and Suggestions
Topic: Making pollution map more clear.
Replies: 1
Views: 1177

Making pollution map more clear.

Currently, pollution map in this game shows pollution area in red gradient. This makes the edges of pollution a bit difficult to see as these are shown in faint red. My suggestion would be to change the pollution map as following: Areas with no pollution would be shown green. Edges of polluted areas...
by Artman40
Fri May 30, 2014 7:10 am
Forum: Ideas and Suggestions
Topic: Very Big Machines
Replies: 8
Views: 4707

Re: Very Big Machines

Like in minecraft AE mod, the assembler I assume is what you mean? You can put in more CPU or heat dispensers, to craft more or faster? Sort of. Minecraft has some mods which allow you to make structures (instead of just inserting items inside structures) that can improve the machines they're attac...
by Artman40
Fri May 30, 2014 6:47 am
Forum: Ideas and Suggestions
Topic: Very Big Machines
Replies: 8
Views: 4707

Re: Very Big Machines

In my opinion, these buildings would be better to be composed of several smaller ones making up a larger entity so you wouldn't have to build it in one go. Which is pretty much the game as it is. We can all pack up and go home people, mystery solved. What I meant that the main building is the one t...
by Artman40
Fri May 30, 2014 3:47 am
Forum: Ideas and Suggestions
Topic: Very Big Machines
Replies: 8
Views: 4707

Re: Very Big Machines

In my opinion, these buildings would be better to be composed of several smaller ones making up a larger entity so you wouldn't have to build it in one go.
by Artman40
Thu May 29, 2014 11:50 pm
Forum: Show your Creations
Topic: Lots of biters - Enemy base - very high size and richness
Replies: 24
Views: 15977

Re: Lots of biters - Enemy base - very high size and richnes

Wow! You've indeed cleared a lot and there are resources for hours for you to take! How many resources are you currently getting per minute?
by Artman40
Thu May 29, 2014 8:54 pm
Forum: Show your Creations
Topic: Lots of biters - Enemy base - very high size and richness
Replies: 24
Views: 15977

Re: Lots of biters - Enemy base - very high size and richnes

Nice job. It must have been tense to plan a timing push and then taking control of choke points. What opening did you use?

In my opinion, a good option is to grab the large copper expansion in the northwest. You seem to be close to getting it under control.
by Artman40
Wed May 28, 2014 4:44 pm
Forum: Ideas and Suggestions
Topic: Pipe gratewalk / Catwalks
Replies: 7
Views: 3657

Re: Pipe gratewalk

Or just add an ability to climb over pipes.
by Artman40
Wed May 28, 2014 10:27 am
Forum: Ideas and Suggestions
Topic: Expanding The Function Of Lights
Replies: 11
Views: 7342

Re: Expanding The Function Of Lights

I feel that aliens should be more dangerous during the daylight. Night+more aliens would be a bit too much.
by Artman40
Tue May 27, 2014 5:21 pm
Forum: General discussion
Topic: How to fake a near-side inserter
Replies: 12
Views: 11021

Re: How to fake a near-side inserter

These two will come in handy. The first one is good for more complex recipes. The second one works for complex recipes as well with the help of underground belt.
by Artman40
Tue May 27, 2014 5:08 pm
Forum: Ideas and Suggestions
Topic: Trains - "Time until departure" in tooltip/GUI
Replies: 5
Views: 2418

Re: Trains - "Time until departure" in tooltip/GUI

Finally someone suggested this here. This could indeed be very useful.
by Artman40
Tue May 27, 2014 4:32 am
Forum: Ideas and Suggestions
Topic: Add-ons to existing buildings
Replies: 9
Views: 2962

Re: Add-ons to existing buildings

I know but add-ons would add variety and could be used for only buildings they're meant for as opposed to modules that are for generic use.
by Artman40
Tue May 27, 2014 3:14 am
Forum: Ideas and Suggestions
Topic: Add-ons to existing buildings
Replies: 9
Views: 2962

Re: Add-ons to existing buildings

Now I just added an example what an assembly machine would do. For an example, add-on of robot port would increase its range of influence, add-on to oil refiery would increase its output in some way (for an example, getting sulfur out of crude oil and the rest would still be useful for making plasti...
by Artman40
Mon May 26, 2014 11:50 pm
Forum: Ideas and Suggestions
Topic: Add-ons to existing buildings
Replies: 9
Views: 2962

Re: Add-ons to existing buildings

Basically, they're would be another type of add-on so if you want to produce even more or hard-to-make stuff in very late game, you have to make your buildings bigger in that way. That would also add an extra layer for planning the whole factory.

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